CoreGhost Mastery: At level 1 you gain the Ghost Mastery feat. Unless you possess Ghost Basics, you may only benefit from it as long as you're not in direct sunlight.

Class AbilitiesAll Alone In The Night: At levels 1, 3, 5, 7, and 9, you may take a step along the Path of Fleeting Shadows or else gain a bonus Covert or Melee Combat feat. If you gain the ability to cast a spell from The Path of Fleeting Shadows, your caster level is considered equal to your Shadow Class Level only, ignoring any other caster levels you may have.Shadowstrike I: At level 2, you gain a stance.Shadowstrike (Stance): To enter this stance, you must select a target and be hidden from them; if they become aware of you, you are ejected from the stance. Whenever you make a successful ambush check against your target, you automatically run as a half action to become adjacent to them, ignoring all terrain modifiers to movement, and immediately initiate your surprise round. While in this stance, the action die cost to activate a threat on your attack checks increases by 1 and you begin each round flatfooted, but provided you aren't in direct sunlight you may ignore adjacency when making move actions.Shadowstrike II: At level 7, provided you don't roll an error on your Ambush check, you remain hidden from your target until the end of the round although the cost to activate any error on the check is reduced by 1 die. Additionally, the time required to make an Ambush check is halved.Electric Slash I: At Level 4, you gain an action.Electric Slash (advanced attack action): Make a full round attack with a single 1-handed edged weapon. Instead of your standard damage, you deal 2d8 electrical damage in a 30 ft. cone. This attack ignores all cover, but any character caught in the Slash may make a Reflex save (DC 10 + your Class Level + your Covert feats) to reduce the damage to 1/2 (rounded down). Additionally, you immediately become flatfooted. You may only use this action once every 3 rounds.Electric Slash II: At Level 8, the damage resulting from your action gains a blast radius of 1, and standard characters failing their save also becomes sprawled.Shadowed: At level 4, each time you fail a Sneak or Tactics check and don't suffer an error, you still succeed as long as the check DC (or your opponent's check result) is equal to or less than your Class Level + 20. If several grades of success are possible, you achieve only the lowest possible positive result. If you gain this ability for either skill from two or more classes, add together your levels in all classes granting the ability when determining its effect. Weapon Specialist: Your knowledge of weapons in which you're trained is expansive and precise. At level 6, you may choose 1 of the following abilities. Each of these abilities may be chosen only once.  Certainty: Your error range with proficient attacks decreases by 2 (minimum 0).  Charged Strike: When a proficient melee or unarmed damage rolls inflict sneak attack damage you may choose to change all of the damage to electrical. This is not damage conversion and does not suffer an attack check penalty or reduce the damage inflicted.  Decisive Attack: Once per round when holding a weapon in which you're proficient, you may make 1 free attack against a standard character.  Killer Instinct: You inflict 2 additional damage with proficient attacks.  Most Deadly: It costs you 1 fewer action dice to activate critical hits with proficient attacks (minimum 0).  One Step Ahead: You gain a +1 dodge bonus to Defence and DR 1 against attacks with weapons in which you're proficient.  Rugged Weapons: When youre holding a weapon in which you're proficient and it must make a Damage save, you may roll twice, keeping the result you prefer.  Shrewd Buyer: You receive a 20% discount when purchasing weapons in which youre proficient.  Sneak Attack: You gain an additional die of sneak attack damage with proficient attacks.Obfuscated: At level 8, the minimum DC of your Shadowed ability increases to your Career Level + 20, and your error range with both skills decreases by 1 (minimum 0).Soul Strike: At level 10, you gain a trick.Soulstrike (Edged Attack trick): When attacking a flatfooted opponent, your attack gains the Supernatural Attack (Soul draining) quality, with a save DC equal to 20 + your Covert feats (see Fantasy Craft pg 237-239). This trick may only be used once per round.

Level

BAB

Fort

Ref

Will

Def

Init

Life

Lgnd

Abilities

1

+1

+0

+1

+2

+2

+0

+0

+0

All alone in the night, ghost basics

2

+2

+0

+2

+3

+3

+1

+0

+1

Shadowstrike I

3

+3

+1

+2

+3

+4

+1

+1

+1

All alone in the night

4

+4

+1

+2

+4

+5

+2

+1

+1

Electric slash I, shadowed

5

+5

+1

+3

+4

+5

+2

+1

+1

All alone in the night

6

+6

+2

+3

+5

+6

+2

+2

+2

Weapon specialist

7

+7

+2

+4

+5

+7

+3

+2

+2

All alone in the night, shadowstrike II

8

+8

+2

+4

+6

+8

+3

+2

+2

Electric slash II, obfuscated

9

+9

+3

+4

+6

+9

+4

+3

+2

All alone in the night

10

+10

+3

+5

+7

+10

+4

+3

+3

Soul strike

(click to show/hide)

Fleeting Shadows I: You gain darkvision I (see page 233). As long as you're not in direct sunlight you gain a +5 bonus with Sneak checks.Fleeting Shadows II: As long as you're not in direct sunlight you gain an extra sneak attack die and may cast Pass without Trace once per scene.Fleeting Shadows III: As long as you're not in direct sunlight you may cast Freedom of Movement and Invisibility once per scene.Fleeting Shadows IV: As long as you're not in direct sunlight you gain a further sneak attack die and may cast Shadow Walk once per scene.Fleeting Shadows V: As long as you're not in direct sunlight when you inflict sneak attack damage you may choose to reduce the number of sneak attack dice you will roll to inflict the blinded condition on the target for an number of rounds equal to the number of dice you forego rolling. Additionally, by foregoing your non-sneak attack damage when inflicting the blinded condition you may trigger any character option that normally requires the target character to have died.

The A slot is supposed to set the tone for the class. despite the clever name All Alone In The Night is really Bonus Feat. Not cool at all as a tone-setter. I suggest following the soldier's lead and go with four feat categories/2 profs as the choices. Then it's not just Bonus Feat with an unnecessary name. Maybe:

The A slot is supposed to set the tone for the class. despite the clever name All Alone In The Night is really Bonus Feat. Not cool at all as a tone-setter. I suggest following the soldier's lead and go with four feat categories/2 profs as the choices. Then it's not just Bonus Feat with an unnecessary name. Maybe:

Originally for AAITN I'd included an option for taking steps along a path of darkness, but I couldn't really settle on one that felt right for what I was adapting. At this point I'm sort of tossing up creating a path that's the bastard love child of darkness and deceit.

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Shadowstrike II doesn't do what you what you intend by the RAW (due to the errata). Change the wording to something like:

Shadowstrike II: Your sneak attack damage may now used to augment electrical damage.

No, the ability is specifically changing the default behaviour of sneak attack damage inflicted by the class

I'm simply not a fan of Shadowed, mainly because it's a new flawless that won't stack with Very, Very, Sneaky. That's just me, not an indication of a flaw.[/quote]

If it was meant to stack completely with VVS, it'd be VVS. What it does do is stack with the Sneak half of it. So at career level 8, a strait burglar/shadowstriker build would have a min result for Acrobatics/Sneak/Tactics of 24/28/24.

Shadowstrike II doesn't do what you what you intend by the RAW (due to the errata). Change the wording to something like:

Shadowstrike II: Your sneak attack damage may now used to augment electrical damage.

No, the ability is specifically changing the default behaviour of sneak attack damage inflicted by the class

I see, but it doesn't work RAW. Sneak attack only works on lethal, subdual, and stress damage, and matches to the type that it augments. So Electrical damage doesn't get sneak attack. Also, in Master Craft, since damage is only ever one type, you can't make the sneak attack electrical and allow the base damage to stay lethal or whatnot.

I would seperate Shadowstrike III from the legacy chain notation. If you have these abilities in any other class, having them add up to a gamebreaker is a problem.

Shadow strike II: At level 7, when one of your melee or unarmed damage rolls would benefit from sneak attack damage, you may choose to have the attack inflict electrical damage instead of its normal damage type. This is not damage conversion and does not suffer an attack check penalty or reduce the damage inflicted.

That work? Its not a trick, so it should be compatible with most other goodies.

I would seperate Shadowstrike III from the legacy chain notation. If you have these abilities in any other class, having them add up to a gamebreaker is a problem.

Hmmmm.

Quote

Shadow strike II: At level 7, when one of your melee or unarmed damage rolls would benefit from sneak attack damage, you may choose to have the attack inflict electrical damage instead of its normal damage type. This is not damage conversion and does not suffer an attack check penalty or reduce the damage inflicted.

That work? Its not a trick, so it should be compatible with most other goodies.

Shadow strike II: At level 7, when one of your melee or unarmed damage rolls would benefit from sneak attack damage, you may choose to have the attack inflict electrical damage instead of its normal damage type. This is not damage conversion and does not suffer an attack check penalty or reduce the damage inflicted.

That work? Its not a trick, so it should be compatible with most other goodies.

That may be your intent, but I can see most players reading it as "Get sneak attack or get electrical damage." The errata for sneak attack (lethal, stress, or subdual only) needs to be referenced or acknowledged, I believe. Is this too wordy?

Shadow strike II: At level 7, when one of your melee or unarmed damage rolls would benefit from sneak attack damage, you may choose to have the attack inflict electrical damage instead of its normal damage type. This is not damage conversion and does not suffer an attack check penalty or reduce the damage inflicted (Include sneak attack damage).

I just think those four words at the end head off a ton of arguments/rules lawyering.

Shadow strike II: At level 7, when your melee or unarmed damage rolls inflict sneak attack damage you may also change all of the damage to electrical. This is not damage conversion and does not suffer an attack check penalty or reduce the damage inflicted.

Shadowstrike I: At level 2, you gain a stance.Shadowstrike (Stance): When you enter this stance, you automatically move adjacent to a single opponent you are aware of. This movement is treated as a run action that does not require you to physically cross the intervening terrain, and your target must be within the distance you would ordinarily be able to run in a single round. Once adjacent you automatically leave the stance and become flatfooted. You must declare your intent to enter the stance and make a successful Hide check in the action prior to doing so, factoring the distance travelled; failing this check prevents you from entering the stance and renders you flatfooted.Shadowstrike II: At level 7, when making the Hide check to enter your stance, you no longer include distance or noise modifiers.

Weapon Specialist: Your knowledge of weapons in which you're trained is expansive and precise. At level 6, you may choose 1 of the following abilities. Each of these abilities may be chosen only once.  Charged Strike: When a prificient melee or unarmed damage rolls inflict sneak attack damage you may choose to change all of the damage to electrical. This is not damage conversion and does not suffer an attack check penalty or reduce the damage inflicted.

Soulstrike: At level 10, you gain a trick.Soulstrike (Edged Attack trick): When attacking a flatfooted opponent, your attack gains the Supernatural Attack (Soul draining) quality, with a save DC equal to 20 + your Covert feats (see Fantasy Craft pg 237-239). This trick may only be used once per round.

Path Of Fleeting ShadowsFleeting Shadows I: You gain darkvision I (see page 233) and a +5 bonus with Sneak checks as long as you're not in direct sunlight.Fleeting Shadows II: You gain an extra sneak attack die and may cast Pass without Trace once per scene.Fleeting Shadows III: You may cast Freedom Of Movement and Invisibility once per scene.Fleeting Shadows IV: You gain an extra sneak attack die and may cast Shadow Walk once per scene.Fleeting Shadows V: You gain a trick.All Alone In The Night (attack trick): When you successfully hit an opponent who would normally suffer sneak attack damage, you may choose to sacrifice any number of dice to inflict the blinded condition for an equal number of rounds. This trick may be used once per round, and its effects are not cumulative.